我正在开发一款简单的iOS游戏,我遇到了UINavigationController和EAGL-View的问题。 情况如下:我将一个EAGL-View与多个控制器结合使用。 每当我按下MainViewController(执行所有自定义openGL绘图)时,我最终会使用更多内存(每次推送大约5MB!)。
问题似乎在[eaglView_ setFramebuffer]
之内 - 或者至少在几乎所有分配似乎都发生的地方(我已经通过仪器检查了实时字节 - 在此函数中分配了大约70%的内存)。 / p>
EAGLView :: setFramebuffer:
- (void)setFramebuffer {
if (context) {
[EAGLContext setCurrentContext:context];
if (!defaultFramebuffer)
[self createFramebuffer];
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer);
glViewport(0, 0, framebufferWidth, framebufferHeight);
}
}
和EAGLView :: createFramebuffer:
- (void)createFramebuffer
{
if (context && !defaultFramebuffer) {
[EAGLContext setCurrentContext:context];
// Create default framebuffer object.
glGenFramebuffers(1, &defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
//MSAA stuff
glGenFramebuffers(1, &msaaFramebuffer);
glGenRenderbuffers(1, &msaaRenderBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, msaaRenderBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_RGBA8_OES, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaRenderBuffer);
glGenRenderbuffers(1, &msaaDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, msaaDepthBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaaDepthBuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
正如你所看到的那样 - 没什么特别的。 我像这样切换我的ViewControllers :(在AppDelegate中)
- (void) swichToViewController: (UIViewController*) newViewController overlapCurrentView: (bool) overlap {
// get the viewController on top of the stack - popViewController doesn't do anything if it's the rootViewController.
if(!overlap) {
// clear everything that was on the eaglView before
[eaglView_ clearFramebuffer];
[eaglView_ applyMSAA];
[eaglView_ presentFramebuffer];
}
UIViewController* oldViewController = [navController_ topViewController];
// see if the view to be switched to is already the top controller:
if(oldViewController == newViewController)
return;
// if the view is already on the stack, just remove all views on top of it:
if([[navController_ viewControllers] containsObject:newViewController]) {
[oldViewController setView:nil];
[newViewController setView:eaglView_];
[navController_ popToViewController:newViewController animated:!overlap];
return;
}
// else push the new controller
[navController_ popViewControllerAnimated:NO];
[oldViewController setView:nil];
[newViewController setView:eaglView_];
[navController_ pushViewController:newViewController animated:!overlap];
}
最后,我像这样渲染我的精灵:(在我的MainViewController.mm中):
- (void)drawFrame
{
// When I delete this line, I just get a white screen, even if I have called setFramebuffer earlier(?!)
[(EAGLView *)self.view setFramebuffer];
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfloat screenWidth = [UIScreen mainScreen].bounds.size.width;
GLfloat screenHeight = [UIScreen mainScreen].bounds.size.height;
glOrthof(0, screenWidth, 0, screenHeight, -1.0, 1.0);
glViewport(0, 0, screenWidth, screenHeight);
[gameManager_ playGame];
//MSAA stuff
[(EAGLView *)self.view applyMSAA];
[(EAGLView *)self.view presentFramebuffer];
[(EAGLView *)self.view clearFramebuffer];
}
可能值得一提的是,每次推动它时我都不会分配视图,我会一直引用它们直到游戏退出。
[gameManager_ playGame]
将精灵绘制到屏幕上 - 但我在另一个项目中使用了这种方法而没有任何内存问题。
任何帮助都会非常感激,因为我已经坚持了2天:/
编辑:
我已经能够将问题缩小到调用gldLoadFramebuffer
。每当我尝试使用openGL函数在屏幕上绘制内容时,都会调用此方法。
当上下文改变时,它似乎消耗更多的内存......但是我怎么能避免这种情况?
答案 0 :(得分:1)
我想我发现了这个问题。 对于任何感兴趣的人:切换视图时未正确删除MSAA-Buffers。这导致性能在几次推送后显着下降,并且还导致内存使用量的增加。